-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
-Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
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5 changed files with 12 additions and 6 deletions
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@ -1556,7 +1556,11 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
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order[E->get().order] = E->key();
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if (E->get().texture_order >= 0) {
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order[E->get().texture_order + 100000] = E->key();
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} else {
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order[E->get().order] = E->key();
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}
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}
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for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
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@ -368,6 +368,8 @@ VERTEX_SHADER_CODE
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*/
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uniform highp mat4 world_transform;
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#define M_PI 3.14159265359
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/* Varyings */
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